Multiple player real-time on-line sports competition system

ABSTRACT

A system for providing on-line sport competition in real-time. A server computer executes game playing software which is connected via a network to a plurality of player client computers. Hardware accessories at the player&#39;s locating permit the entry of real-time playing data such as driving conditions in a race game, which are used by the game playing software executed on the server. The game playing software determines at predetermined intervals the relative performance of players playing a game, based on competition skill, which forms the basis for determining winners, and participants in future competitions. The performance information is sent to the client computers of players engaged in the game. The overall rank of each player is calculated after each competition to group players having similar skill levels and serves as entry criteria in future competitions.

FIELD OF THE INVENTION

The present invention is generally related to Internet commerce businessmethods and on-line gaming systems. Specifically, the present inventionis directed to operating a real-time, on-line sports competition withmultiple remotely located players and monetary prizes, where thepersonal stamina, dexterity and skill of a player determine theirperformance in the competition.

BACKGROUND OF THE INVENTION

Background art Internet commerce business methods may use the monetaryincentive of muli-level marketing to promote word-of-mouth marketing.Multi-level marketing is a method of sales promotion in which acommission is paid not only to the seller responsible for making thesale but also to several levels of sellers that were responsible fordistributing knowledge of the product to the seller making the currentsale. U.S. Pat. No. 6,691,093 (Shell) is an example of background artthat uses multi-level marketing in a server system for vendingelectronically transferable products through a communication network.However, Shell does not disclose business method or system forqualifying for sanctioned game competitions. In addition, Shell does notdisclose the application of multi-level-marketing techniques for raisingpurses from licensing, training, selling and distributing hardwareand/ors software in an on-line gaming system

Background art on-line computer game systems typically provide thecapability for a player to compete against a host computer over a directconnection or a computer network. In addition, multiple player schemesusing a configuration that includes a host computer and remote playerson a computer network are also available.

Examples of background art that include the capabilities discussed aboveinclude U.S. Patent Application Publication No. US 20002/0055379(Saidakovsky et al.) and U.S. Pat. No. 6,174,237 (Stephenson).Saidakovsky et al. discloses a method for providing a tournament systemover a network where players win awards based on the player's skill inan electronic game that is played against a host computer. The effect ofchance has been minimized in the application disclosed by Saidakovsky etal. Stephenson discloses a method for a game of skill tournament thathas a qualifying round and a playoff round where a player or playerscompete against a host computer. In both Saidakovsky et al. andStephenson, players who achieve a high level of performance against thehost computer are rewarded. However, neither Saidakovsky et al. norStephenson discloses an on-line competition with head-to-headcompetition between the players.

In addition, background art on-line contests are often based on singlegame competitive sessions. For example, in a trivia game, players answera series of questions and receive a score based on the number of correctresponses at the end of the game. The competition is typically between aplayer and a host computer, though multiple players may also becompeting with the host system at one time. In these background artapproaches, the winner is the player with the highest score at the endof the single game competition.

Another example of background art in this area is U.S. PatentApplication Publication US2002/0018982 (Conroy). Conroy discloses asystem for computer dynamometer testing that runs an auto racingsimulation. Conroy is another example of a competition between a playerand a host computer in the form of the auto racing simulation as opposedto head-to-head competition. Though, through the use of an actualvehicle and dynamometer, Conroy discloses a very exciting and realisticcompetition environment, the cost of such a system to the typicalon-line player would be prohibitive.

Further, other background art on-line competition systems typicallyemphasize allowing as many players to access a competition with a hostcomputer as possible. However, these background art methods forconducting on-line competitions often dilute the level of skill of theplayers involved and would reduce the attraction to participate in suchcompetitions by both players and observers.

For example, U.S. Pat. No. 5,779,549 (Walker et al.) discloses a methodfor a distributed tournament system providing an open invitation toplayers who achieve a pre-established performance level of player vs.host computer competitions. The approach of using a pre-establishedthreshold, as disclosed in Walker et al., is similar to handicapping ingolf. Handicapping helps to equalize players of different skill levelsinvolved in a single competition.

However, Walker et al. does not disclose a head-to-head competition thatestablishes a threshold for the skill level of the players that isdetermined in multiple competitive and training sessions that involvethe actual players. In addition, Walker et al. discloses a system thatprovides an on-line competition to prospective players “on demand.” Thisis in contrast to an “invitation only” system that would only includeplayers with a demonstrated level of skill.

Another background art example, U.S. Patent Application PublicationNumber 2002/0115488 (Berry et al), discloses a ranking based on-linecompetition system. Though the system disclosed by Berry et al. can bebased on multiple competitive events, such as a sports season, Berry etal discloses an “on demand” approach for giving players access to thecompetition. This, as discussed above, is in contrast to a moreselective “invitation only” system that would require players todemonstrate a level of skill before gaining access to on-linecompetitions.

Yet another example of a background art on-line sports competitions byWalker (U.S. Pat. No. 6,224,486) discloses other aspects of state-of-theart on-line tournament competition systems.

However, neither of the patents to Walker et al. or the patent to Berryet al. discussed above discloses providing real-time play and responseto remotely located players. Such real-time or at least near real-timeresponse from an on-line competition system of player status and currentranking during the on-line competition provides the participants andobservers with a more realistic physical experience and the actualexcitement of real world sports competitions.

Further, in contrast to the background art in on-line competitionsdiscussed above, real-world professional sports demonstrate thedesirability of multiple competitive sessions and multiple levels ofcompetition. For example, professional basketball consists of a regularseason followed by post-season play. The regular season is used todevelop the skills (i.e., team cohesiveness, winning record) needed toadvance to the post season. A certain number of teams qualify forpost-season play based on their regular season records which is anindication of the skill level of the teams. Teams with good records/highskill levels then play each other, often in a “best-of-something”format, to advance to an even higher level of competition (e.g.,division champion, conference champion, world/national champion).

As another example in professional auto racing, drivers train andqualify for a berth in a race at each level of competition (e.g., localcircuit, regional circuit, national circuit). Top racers at each levelof competition develop winning records in competition with each otherand the more successful racers are invited to race at even higher levelsof competition as a result. As the level of competition increases, sodoes the size of the purses for which the drivers are competing.

As discussed above, advancement to a next round of play or next level ofcompetition depends on a team's or an individual's performance in aprevious round or level of the competition. The increasing skill levelrequired to advance in such competitive environments adds a great dealof excitement to the games for the players as well as observers of thesecontests. In addition to the excitement of competition, the possibilityof greater rewards when larger prizes are offered at higher levels ofcompetition is also an attractive aspect of this competitiveenvironment.

Despite the benefits discussed above, participation in real worldprofessional sports generally includes several drawbacks due to theexpense, time and sometimes personal risk, that both participants andobservers must invest to physically participate, or observe thecompetition. Participants typically must also adhere to a set scheduleduring the competition, a potentially difficult proposition in today'sbusy world. To ensure that the rules of the tournament are upheld, mostcompetitions require proctors, arbiters, referees, insurance and thelike. Retaining such people and coverage can add significant costs tocompetitions. However, conducting on-line sports competitions thatinclude the benefits of real world professional sports offer anattractive alternative solution.

From the above discussion, there is a need in the art of on-linecompetitions to include methods, apparatus and systems that emphasizesdirect competition between players based on: (1) different levels ofskill; and (2) the development and progression of the level of skill ofthe players by encouraging players to compete at higher levels forlarger prizes and awards. Therefore, what is needed in the art ofon-line sports competitions is a system, apparatus, and method forconducting on-line competitions that provides the tension and excitementand rewards of real world sports competitions to both participants andobservers.

SUMMARY OF INVENTION

The present invention is a method, system and apparatus for operatingon-line gaming system and conducting on-line sports competitions. Inparticular, the present invention includes methods, systems andapparatus that emphasize direct competition between players based on:(1) different levels of skill; and (2) the development and progressionof the level of skill of the players by encouraging players to competeat higher levels for larger prizes and awards. The on-line gaming systemof the present invention is analogous to a major sports league.

In placing an emphasis on developing and increasing the level of skillof the players, the present invention will increase the requirements andthe criteria to participate in on-line sports competitions to aprofessional level. Such an emphasis on high levels of skill andprofessionalism may further emphasize registration and unionization ofplayers of on-line games. Further, as a result of the increasedprofessionalism in on-line sports competitions, advancement to higherlevels of skill may be made on an “invitation only” basis. Suchadvancement will designate a more limited set of participants in on-linecompetitions. In addition, increased professionalism in on-linecompetition would be a attract fans and observers who willing to pay tosee players who have obtained such a high level of skill.

The present invention increases the tension due to the chance ofelimination and the excitement due to increasing monetary rewards inon-line competitions to the level found in real-world competitive sportsenvironments, for both the participants and observers. Players havingsimilar levels of skill may compete head-to-head at the same level ofcompetition which heightens the excitement of the event for bothparticipants and observers.

One aspect of the present invention is a method for operating an on-linegaming system, comprising: registering with the on-line gaming systemwith at least one of a competitor membership, recruiter membership anddistributor membership; agreeing to requirements of at least one type ofmembership at a predetermined level; performing the requirements of theat least one type of membership; and ranking the performance of themember against other members with a same type of membership at thepredetermined level; and advancing the member to a next level ofmembership when the ranked performance exceeds a membership threshold.

Another aspect of the present invention is a method for participating inan on-line sports competition on a computer network, comprising:registering as a member of an on-line sports competition organization;installing at least one of software and hardware approved by theorganization; registering an entry for the on-line sports competition inaccordance with at least one of the software and hardware; training onthe registered entry for an on-line sports competition in order toqualify for a first level of competition; qualifying the registeredentry for the first level of competition by accumulating credits fromtraining with the registered entry; competing at the first level ofcompetition with the first level qualified and registered entry;qualifying for a second level of competition by accumulating creditsfrom racing at the first level of competition; competing at the secondlevel of competition with the second level qualified and registeredentry; qualifying for a third level of competition by accumulatingcredits from racing at the second level of competition; and competing atthe third level of competition with the third level qualified andregistered entry; and qualifying for grand prizes by accumulatingcredits from racing at the third level of competition, wherein thefirst, second and third levels of competition require progressivelyhigher levels of skill, the schedule for the first, second and thirdlevels of competition are pre-established, and the credits for thefirst, second and third levels of competition progressively increase invalue. The specific number of levels may vary by specific sports venueand total registered competitors in a particular league.

In another aspect of the present invention, a method for conductingon-line sports competitions in real-time hosts a plurality of on-linesports competitions, wherein each of the on-line sports competitionsrepresent a level of competition. A plurality of similarly rankedplayers competes with one another at similar levels of the competitionrankings. On-line sports competition on at least one of the differentlevels of the competition rankings is started, and a real-time updateinterval for reporting the players' performance during the currenton-line sports competitions is determined. Updates of the player'scompetition performance for the event are reported to the plurality ofplayers competing with one another during the predetermined real-timeinterval, and the final results of the current on-line sportscompetitions are used to update the competition rankings for each of theplayers.

Yet another aspect of the present invention is a system for conductingon-line sports competitions in real-time comprising at least one servercomputer communicating over a network interface with a computer network,configured to host a plurality of players of on-line sportscompetitions, and configured to update the rank of the players duringplay in a predetermined real-time interval.

In the system for conducting on-line sports competitions, a computersubsystem communicates over a network interface with the computernetwork, and a memory of the computer subsystem is configured to storedata and programs for access by an application program running on theserver computer conducting on-line sports competitions. Data on therankings of players during game play, and data on overall rankings ofeach of the plurality of players over a series of competitions, arestored in the memory. In this way, each competition serves to rank theskill of each player. Subsequent competitions form a hierarchy leadingup to a championship competition where only the highest ranked playersare invited to participate.

In the system for conducting on-line sports competitions, a player gainsaccess to on-line sports competitions in real-time using a clientcomputer communicating over a network interface with the computernetwork. The client computer is configured to interface to currenton-line sports competitions and be updated with player performance datain a predetermined, substantially real-time interval. In this way, eachplayer experiences play action on a substantially real-time basis.

BRIEF DESCRIPTION OF DRAWINGS

Several embodiments of the invention will now be further described inthe following more detailed description of the specification when readwith reference to the accompanying drawings in which:

FIG. 1 shows a non-limiting flow diagram of the method for operating anon-line gaming system of the present invention.

FIG. 2A shows a non-limiting flow diagram of the method for holding acompetitor membership in the on-line gaming system of the presentinvention.

FIG. 2B shows a non-limiting flow diagram of the method for holding arecruiting membership in the on-line gaming system of the presentinvention.

FIG. 2C shows a non-limiting flow diagram of the method for holding adistributor membership in the on-line gaming system of the presentinvention.

FIG. 3A shows a non-limiting flow diagram of a method for participatingin on-line sports competitions in real-time.

FIG. 3B shows another non-limiting flow diagram of a method forconducting on-line sports competitions in real-time.

FIG. 4 shows a non-limiting block diagram of a system and apparatus forconducting on-line sports competitions in real-time.

FIG. 5 shows a non-limiting block diagram of an apparatus for conductingon-line sports competitions in real-time.

FIG. 6 is an exemplary illustration of the accessories located at theplayer's location for participating in a race game.

FIG. 7 is an exemplary illustration of an arcade model of theaccessories of FIG. 6.

FIG. 8 is a non-limiting block diagram illustrating the conversion ofeach of the analog input signals generated by a player into digital datafor transmission to the server hosting a competition.

FIG. 9 is a non-limiting flow diagram illustrating the server executionsequence for a multi-party game.

FIG. 10 in a non-limiting flow diagram showing how the applicationsoftware executed by the player's computer to compete in an on-linegame.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

FIG. 1 shows a flow chart of the method for operating an on-line gamingsystem of the present invention 100. Step 102 of FIG. 1 is registeringwith the on-line gaming system with at least one of a competitormembership, recruiter membership and distributor membership. In step103, the requirements of at least one type of membership at apredetermined level are agreed to by the member. Performing therequirements of the at least one type of membership occurs in step 104of FIG. 1. Step 105 involves ranking the performance of the memberagainst other members and a pre-established criteria with a same type ofmembership at the predetermined level. In step 106, the member isadvanced to a next level of membership when the ranked performanceexceeds a membership threshold.

FIG. 2A shows a flow chart of the method for holding a competitormembership in the on-line gaming system of the present invention 210.Step 211 of FIG. 2A is agreeing to a predetermined level of competitormembership requirements. In step 212 at least a minimum level of atleast one of hardware and software to meet the predetermined level ofcompetitor membership is purchased. Training to compete on the at leastone of hardware and software occurs in step 213 of FIG. 2A. Step 214 iscompeting for at least one of purses and prizes. In step 215, ranking ofthe competitor against other competitors and a pre-established criteriaat the predetermined level occurs. Preferably, the ranking is determinedin accordance with an amount of at least one of performance score,ranking, purses and prizes won by the competitor. In step 216 of FIG.2A, the competitor advances to a next predetermined level when theranking of the competitor is above a competitor threshold value. If theranking is not above the competitor threshold, the competitor continuesat the current predetermined level of membership and returns to trainingto increase their skill level, as in step 213.

FIG. 2B shows a flow chart of the method for holding a recruitingmembership in the on-line gaming system of the present invention 220.Step 221 is agreeing to a predetermined level of recruiter membershiprequirements. In step 222, at least a minimum number of new members areregistered to meet the predetermined level of recruiter membership.Collecting membership fees from the new members recruited occurs in step223. Step 224 is contributing a percentage of the membership fees for atleast one of purses and prizes. In step 225, a percentage of themembership fees are received as a recruiter commission. Preferably, therecruiter commission is based on a ranking against other recruiters atthe predetermined level. As a non-limiting example, the ranking may bedetermined in accordance with the amount of contributions to at leastone of a number of registered recruits in the recruiter's network,revenues, total registrants, purses and prizes by the recruiter.Advancing to a next predetermined level recruiter membership when theranking of the recruiter is above a recruiter threshold value occurs instep 226. If the ranking is not above the recruiter threshold, therecruiter returns to registering at least a minimum number of newmembers as required by the current predetermined level of membership, asshown in step 222.

FIG. 2C shows a flow chart of the method for holding a distributormembership in the on-line gaming system of the present invention 230.Step 231 of FIG. 2C is agreeing to a predetermined level of distributormembership requirements. In Step 232, a minimum number of at least oneof hardware and software packages at the predetermined level ofdistributor membership is purchased. Collecting fees from sales of theat least one of hardware and software packages occurs in step 233. Step234 is contributing a percentage of the sale fees for at least one ofpurses and prizes. In step 235, a percentage of the sale fees arereceived as a distributor commission. Preferably, the distributorcommission is based on a ranking against other distributors at thepredetermined level. As a non-limiting example, the ranking may bedetermined in accordance with the amount of contributions to at leastone of sales contributions, network sales contributions, number ofnetwork distributors in the distributor's network, purses and prizes ofthe competitors, the distributor and the distributor's network.Advancing to a next predetermined level of distributor membership whenthe ranking of the distributor is above a distributor threshold valueoccurs in step 236. If the ranking is not above the distributorthreshold, the distributor returns to purchasing at least a minimumnumber hardware/software packages as required by the currentpredetermined level of membership, as shown in step 232.

FIG. 4 shows a non-limiting block diagram of one embodiment of a systemand apparatus for conducting on-line sports competitions in real-time.In particular, FIG. 4 includes at least one server computer 401 thatcommunicates over an interface (e.g., a network interface (N. I.)) witha computer network 405. Non-limiting examples of server computers 401include a web server and any general purpose computing facility capableof supporting a large number of users. Non-limiting examples of computernetworks 405 include the Internet and Local Area Networks.

The apparatus for conducting on-line sports competitions in real-timecomprises the server computer 401 that communicates over an interface(e.g., a network interface (N. I.)) with the computer network 405. Theserver computer 401 includes application programs for hosting aplurality of on-line sports competitions, where a plurality of playerssimultaneously competes in a competition. Each of the on-line sportscompetitions represents a competition ranking based on a player's levelof skill and previous ranking.

The server computer 401 is configured to execute computer gameapplications for a plurality of players of on-line sports competitions,and to update the plurality of players on a substantially real-timebasis with their relative position in the on-going competition. At theconclusion of the competition, each players ranking is re-computed basedon his most recent performance. The competition rankings provide anindication of the relative skills/ranking of the plurality of playersand are used so that competitors at similar skill levels can competeagainst one another. Providing this information in real-time, such asduring a race car driving competition, gives the players a realisticfeeling for the progress of the competition as well as their currentposition in the event.

FIG. 3A shows a non-limiting flow diagram of a method for conductingon-line sports competitions in real-time. In FIG. 3A, initial step 301is the hosting of a plurality of on-line sports competitions, whereineach of the on-line sports competitions has a competition rankingrepresenting a level of skill of the players. The competition rankingincludes predetermined criteria for participating in a level ofcompetition. In order to participate, each competitor must meet thecriteria for a level of the competition rankings. Step 303 of FIG. 3Aidentifies a plurality of players having the ranking to compete with oneanother at one of the competition rankings. Only a limited number ofcompetitors are allowed in any current on-line competition. In step 305,the step of starting current on-line sports competitions on at least oneof the different levels of the competition is carried out when there area sufficient number of available players for at least one level of thecompetition.

Step 307 of FIG. 3A predetermines a real-time interval between updatesof each player's performance in a current on-line sports competition.This predetermined real-time interval will be determined at least byconsidering the number of players, and the computer network loading thatmay affect the response time of the server computers 401, 501 and clientcomputers 407, 409, 411, 507, 509, 511.

In step 309, the flow diagram shows reporting updates of the player'sperformance to each of the plurality of players competing in a currenton-line sports competition within the real-time interval. Further, step311 of FIG. 3A indicates the reporting of the final results of thecurrent on-line sports competition, and updating the rankings of theplurality of players competing with one another at the conclusion of thecurrent on-line sports competition.

The overall rankings of each of the plurality of players in the currenton-line sports competition are revised based on the final results of thecurrent on-line competition rankings.

The method of FIG. 3A further comprises determining monetary prizes forthe plurality of players based on the final results of the currenton-line sports competition. Monetary prizes may be in the form of acredit toward the entry fee for future on-line sports competitions. Thestep of determining the monetary prizes will at least be based on theupdated player rankings.

The method of FIG. 3A may include voice communication among theplurality of players during the current on-line sports competition.Non-limiting examples of communicating by voice include Voice OverInternet Protocol, Instant Messaging, telephonic party-linecommunication and any other current voice interface system. Thereal-time nature of these communications between competitors furtherestablishes the realistic feeling of the on-line competition.

Step 307 of FIG. 3A predetermines a real-time interval between updatesof each player's performance in a current on-line sports competition.This predetermined real-time interval will be determined at least byconsidering the number of players, and the computer network loading thatmay affect the response time of the server computers 401, 501 and clientcomputers 407, 409, 411, 507, 509, 511.

In step 309, the flow diagram shows reporting updates of the player'sperformance to each of the plurality of players competing in a currenton-line sports competition within the real-time interval. Further, step311 of FIG. 3A indicates the reporting of the final results of thecurrent on-line sports competition, and updating the rankings of theplurality of players competing with one another at the conclusion of thecurrent on-line sports competition.

FIG. 3B shows a non-limiting flow diagram of a method for conductingon-line sports competitions in real-time. In FIG. 3B, initial step 321is the registration of a player as a member of an on-line sportsorganization. In order to participate, each competitor must meetmembership criteria which may include but is not limited to unionmembership. If the registration of step 321 is successful, theregistrant will install at least one of hardware and software that hasbeen approved by the on-line sports competition organization at aconvenient location such as the registrants, home or computer, in step323 of FIG. 3B. Non-limiting examples of hardware and software are shownin the specification and are further discussed below.

In step 325 of FIG. 3B, after installation of the selectedhardware/software the registrant designs and/or registers an entry foran on-line competition. If the registrant successfully registers anentry for on-line competition, the registrant may begin a training phaseto develop a level of skill in accordance with a first level ofcompetition in step 327. The training in step 327 of FIG. 3B mayinclude, but is not limited to, head-to-head competition with otherregistrants, and/or using software simulations on a host computer or theclient's computer. In step 329, after completing a sufficient amount oftraining, the registrant may leave the training phase and qualify for afirst level of competition.

The registrant begins the competition phase by competing for credits instep 331 of FIG. 3B. If the registrant is able to accumulate asufficient number of credits while competing with players at the firstlevel of competition, the registrant qualifies for a second level ofcompetition in step 333 of FIG. 3B. After qualifying for the secondlevel of competition, the registrant can compete for credits at thesecond level of competition as shown in step 335 of FIG. 3B. If theregistrant is able to accumulate a sufficient number of credits whilecompeting at the second level of competition, the registrant qualifiesfor a third level of competition in step 337 of FIG. 3B. Afterqualifying for the third level of competition, the registrant cancompete for credits at the third level of competition as shown in step339 of FIG. 3B. If the registrant is able to accumulate a sufficientnumber of credits while competing at the third level of competition, theregistrant qualifies for grand prize awards, as shown in step 341 ofFIG. 3B.

The foregoing invention, described in terms of providing multipleplayers for a real-time, on-line video game, permits a variety ofdifferent game formats to be played. The system is particularlyadaptable to a race game, wherein at each client computer; a player hasan apparatus for encoding real-time driving commands in a racecompetition.

FIG. 4 also shows a computer subsystem 403 with a memory 404communicating over an interface (e.g., an N. I.) with the computernetwork 405. The memory 404 stores data and programs for access by theserver computer 401 that are conducting on-line sports competitions. Inaddition, the memory 404 also stores the competition rankings of theplurality of players. This allows easy identification of players whoshould compete at the same level of the competition. Moreover, thememory 404 stores data representing an overall ranking of each of theplurality of players over a successive number of competitions.Non-limiting examples of the memory 404 would be electronic databases,hard disk drives and large mass storage devices.

FIG. 4 also shows client computers 407, 409, 411 that communicate overan interface (e.g., an N. I.) with the computer network 405. The clientcomputers 407, 409, 411 interface the players to the current on-linesports competitions executed on server computer 401. These clientcomputers receive updates of the player's performance from servercomputer 401 via computer subsystem 403 in a substantially real timebasis for each of the plurality of players so that a player isconstantly aware of his position in the current competition. A real-timeinterval between updates of the player's performance in current on-linesports competitions is predetermined for each of the plurality ofplayers competing at the same level of competition. This predeterminedreal-time interval is a function of the number of players and theexpected computer network 405 loading/traffic conditions. Thepredetermined real-time interval is set to guarantee that the playersreceive information at a rate to provide a realistic feeling of anon-going competition.

In addition, FIG. 4 shows hardware accessories 413, 415, 417 that areconnected to the client computers 407, 409, 411. The hardwareaccessories 413, 415, 417 communicate with the client computers throughan interface (INT) and allow the players to compete against one anotherby providing real-time, player generated inputs to a current on-linesports competition. The hardware accessories 413, 415, 417 transmit andreceive commands, as well as audio and video content to the clientcomputers 407, 409, 411. The hardware accessories 414, 415, 417 providethe plurality of players with a realistic competition environment withthe current on-line sports competitions.

FIG. 5 shows a non-limiting block diagram of another apparatus forconducting on-line sports competitions in real-time. In particular, FIG.5 shows client computers 507, 509, 511 that communicate over aninterface (e.g., an N. I.) with a computer network 505. Moreover, thecomputer network 505 is connected to a multi-player facility 502 thatincludes application programs executed on a server to provide commandsto the on-line sports competitions. The client computers 507, 509, 511interface to current on-line sports competitions and update a player'sposition in the competition in a real-time interval.

In addition, FIG. 5 shows hardware accessories 513, 515, 517 that areconnected to the client computers 507, 509, 511. The hardwareaccessories 515, 515, 517 communicate with the client computers throughan interface (INT) and allow the players to compete against one anotherby providing real-time, player generated inputs to a current on-linesports competition. The hardware accessories 513, 515, 517 transmit andreceive commands, as well as audio and video content to the clientcomputers 507, 509, 511. The hardware accessories 515, 515, 517 providethe plurality of players with a realistic competition environment withthe current on-line sports competitions.

As discussed above, a real-time interval between updates of the player'srelative position in the on going competition is predetermined for eachof the plurality of players so that players can fully experience thecompetition.

Further, the apparatus of FIG. 5 permits a plurality of players tocompete with one another according to an overall ranking of each of theplayers. Players enter a competition by electronically paying a fee forregistration using e-commerce techniques. The apparatus of FIG. 5further includes means for receiving an entry fee for each of theplurality of players before the start of the current on-line sportscompetition. An internet based means for registering players and payingan entry fee using credit/debit cards are part of each client computerapplication program. Once payment has been made, the server computer 501authorizes the client computer 507, 509, 511 to access game playingsoftware being executed by the multiplayer server facility 502.

After players have registered, and the participants in at least onelevel of competition have been determined according to their overallrank, on-line sports competition on at least one of the different levelsof the competition begins. All competitors are preferably notifiedsimultaneously to ensure fairness of the competition. Non-limitingexamples of starting a competition may include an audio (e.g., astarting gun shot or horn) or visual symbol (e.g., waving a startingflag) displayed by the players client computer on command of themultiplayer server facility 502.

The multiplayer server facility 502 predetermines a real-time intervalbetween updates of the player position in the current on-line sportscompetition for each of the players. Players are selected to be at thesame competition ranking as determined from past on-line sportscompetitions. The apparatus of FIG. 2 provides updates of the playerposition in the competition to the player.

The apparatus of FIG. 5 also reports updates of the player's positionsto each of the other players competing with one another in currenton-line sports competitions within the real-time interval determined bythe server facility computer 502 through the computer network 505 andclient computers 507, 509, 511. These results may also be conveyed toother identified interested parties. Reporting of this information maybe by e-mail, in the form of digitized audio and video information. Theabove examples for reporting also apply to reporting the final resultsof the current on-line competition, and the resulting new rankings foreach of the plurality of players at the conclusion of the currenton-line sports competitions updated with the results of the most recentcompetition.

The hardware accessories 513, 515, 517 of the apparatus of FIG. 5 for aracing competition may include at least one of a joystick, steeringwheel, clutch-brake-gas pedal assembly, gear shifters, racing seat,upgraded video screen, driver racing tub, and race car body as explainedbelow. Additional hardware accessories may include a treadmill, bicycle,motorcycle, boat, flight cockpit and the equipment associated with each.The hardware accessories 513, 515, 517 of FIG. 5 may be connected to theclient computer by a parallel port, serial bus, USB bus or any otherconventional computer interface.

The apparatus of FIG. 5 further determines monetary prizes for each ofthe plurality of players based on the final results of the currenton-line sports competitions. The process for determining these prizesmay be included in the multiplayer server facility 502; client computers507, 509, 511; or another facility attached to the computer network 505programmed for this purpose. The determination of monetary prizes willat least be based on the updated competition rankings of the players.Monetary prizes may also be in the form of a credit toward the entry feefor future on-line sports competitions.

The apparatus of FIG. 5 may provide communication by voice among playersduring the current on-line sports competition. Non-limiting examples ofthe means for communicating include Voice Over Internet Protocol,Instant Messaging, telephonic party-line communication and any othercurrent voice interface system. The real-time nature of communicationsbetween competitors further establishes the realistic feeling of theon-line competition.

FIG. 6 illustrates the basics of the hardware accessories 413, 415, 417used at the client computer for engaging in a race game. A racingstation 615 includes a seat 616 positioned with respect to variousdriving controls. The steering wheel 621, gear shift 623, accelerator624, brake 625, and clutch 626 are (as are common in arcade games)connected to the various transducers which encode the position of thecontrol into an electrical signal. A display 620 generates from theclient computer 607 (not shown) a visual indication of the individual'sposition in a race based on data received from the host server. Amicrophone (not shown) may optionally be included to permit players tosend audio conversation to the server, where it is redirected to otherplayers.

The basic racing station module 615 can be enhanced similar to an arcaderacing game as shown in FIG. 7 to more closely simulate the conditionsof driving a racing vehicle. However, whether such embellishments as anexterior covering 727 are used or not is not critical to the invention.

FIG. 8 shows a block diagram of the hardware accessories 413, 415, 417connected to a client computer 807 for transmitting and receivingcommands to the host server computer 801 which conducts the racingcompetition. An analog/digital interface 830 receives each of the analogvoltages representing the position of the clutch, brake, steering wheel,accelerator, and gear shift. The client computer 807, through an I/Oport, samples each of the incoming analog voltages, digitizes andprepares a frame of data for transmission via modem 833 to the hostserver computer 801. Data received from the host server computer 801 isdecoded, transmitted to the user on the computer display 820 or to otherfeedback/stimulus systems in order to make the experience as virtuallylifelike as possible.

The multi-player racing game is provided by the host server 801 whichexecutes specific game playing software shown more particularly in FIG.9. Referring now to FIG. 9, play begins when a sufficient number ofplayers have been validated in step 950. The validation step includesdetermining whether or not the player has paid the required fee to enterthe game, usually by using e-commerce payment techniques. Further, theuser's status regarding a particular level of competition is verified.This level of competition may be the result of previous competitionsengaged in by the player in qualifying heats which were conducted by thehost server computer 801.

When the host server computer 801 has validated that a sufficient numberof players are on-line and available for beginning a competition, therace beings in step 951. A start command 952 is sent to all of theplayers via e-mail, and is decoded by each of the client computerprocessors of an authorized player. During play, commands are receivedfrom each of the players representing various control data generated bythe racing station module 615 of FIG. 6 and 715 of FIG. 7. Each of thereceived data frames from the players is used to recalculate a racer'sposition in step 954 by the host server conducting the racing game foreach participant. The new positions are sent as data in step 956 to eachplayer where it can be displayed on display 820. The display undercontrol of the client computer 807 may position a plurality of displayedvehicles in accordance with the information received.

Decision block 957 determines when a given player has won based on hisposition in the race and the elapsed time of the race. Once a winner hasbeen determined, a race over command is sent in step 958 to all players.New rankings of the various players are then computed, based on theirperformance as determined by the software executing the game on hostserver 801. Prizes are awarded based on the new rankings and notices ofthe reward are sent in step 961 to each of the players.

Application software which is resident on the client computer 807 isexecuted and interacts with the host server 801 during play. FIG. 10illustrates the flow diagram for the method for engaging in a race withmultiple players' resident on a client computer 807. The software beginsexecution in step 1075, when a begin race command is received from hostserver 801. An icon is displayed in step 1076 to indicate the start ofthe race to the player. Initial position data for each player isforwarded by the host server 801 and may be displayed in step 1077 onthe display 820 of the client computer 807 as a race vehicle on a racetrack.

The player operates the controls of the racing station module 615, 715based on the display information viewed by him on display 820. Thedisplay may illustrate a race track profile which changes over time.Various controls generate steering information, braking information,clutch position, gear shift position, as well as accelerationinformation. This information is placed in a frame in step 1079 with aheader which identifies a particular player and is posted as a messageto the host server 801. Player position updates are received from thehost server in step 1080 and displayed on display 820 in step 1082. Whenthe host server computer 801 has declared a winner, a race over commandis sent and received in step 1083 on the user's display 820. Newrankings of each player based on his relative performance in the racegame are then received from the host server computer 801 and displayedand stored in the client computer 807.

Thus, multiple users are able to race against each other in real time,and relative rankings are adjusted based on the race outcome. Further,the system permits further races to be played among newly ranked playersculminating in a championship race among the highest ranked players.Prize awards may be forwarded via the internet in the form of credits toa given player for future playing time or as cash to the winningplayer's bank account.

The advantages of real-time play are realized with the invention, and sothat multiple players can play against each other and obtain the effectsof real-time racing experiences.

The foregoing description illustrates and describes the presentinvention. Additionally, the disclosure shows and describes only thepreferred embodiments of the invention, but, as mentioned above, it isto be understood that the invention is capable of use in various othercombinations, modifications, and environments and is capable of changesor modifications within the scope of the inventive concept as expressedherein, commensurate with the above teachings and/or the skill orknowledge of the relevant art. The embodiments described hereinabove arefurther intended to explain best modes known of practicing the inventionand to enable others skilled in the art to utilize the invention insuch, or other, embodiments and with the various modifications requiredby the particular applications or uses of the invention. Accordingly,the description is not intended to limit the invention to the form orapplication disclosed herein. Also, it is intended that the appendedclaims be construed to include alternative embodiments.

1. A method for operating an on-line gaming system, comprising:registering with the on-line gaming system with at least one of acompetitor membership, recruiter membership and distributor membership;agreeing to requirements of at least one type of membership at apredetermined level; performing the requirements of the at least onetype of membership; ranking the performance of the member against othermembers with a same type of membership at the predetermined level; andadvancing the member to a next level of membership when the rankedperformance exceeds a membership threshold.
 2. The method of claim 1,wherein registering with the competitor membership further comprises:agreeing to a predetermined level of competitor membership requirements;purchasing at least a minimum level of at least one of hardware andsoftware to meet the predetermined level of competitor membership;training to compete on the at least one of hardware and software;competing for at least one of purses and prizes; ranking against othercompetitors at the predetermined level, wherein the ranking isdetermined in accordance with an amount of at least one of purses andprizes won by the competitor; and advancing to a next predeterminedlevel when the ranking of the competitor is above a competitor thresholdvalue.
 3. The method of claim 1, wherein registering with the recruitermembership further comprises: agreeing to a predetermined level ofrecruiter membership requirements; registering at least a minimum numberof new members to meet the predetermined level of recruiter membership;collecting membership fees from the new members recruited; contributinga percentage of the membership fees for at least one of purses andprizes; receiving a percentage of the membership fees as a recruitercommission, wherein the recruiter commission is based on a rankingagainst other recruiters at the predetermined level, wherein the rankingis determined in accordance with the amount of contributions to at leastone of a number of registered recruits in the recruiter's network,revenues, total registrants, purses and prizes by the recruiter; andadvancing to a next predetermined level recruiter membership when theranking of the recruiter is above a recruiter threshold value.
 4. Themethod of claim 1, wherein registering with the distributor membershipfurther comprises: agreeing to a predetermined level of distributormembership requirements; purchasing at least a minimum number of atleast one of hardware and software packages at the predetermined levelof distributor membership; collecting fees from sales of the at leastone of hardware and software packages; contributing a percentage of thesale fees for at least one of purses and prizes; receiving a percentageof the sale fees as a distributor commission, wherein the distributorcommission is based on a ranking against other distributors at thepredetermined level, wherein the ranking is determined in accordancewith the amount of contributions to at least one of sales contributions,network sales contributions, number of network distributors in thedistributor's network, purses and prizes of the competitors in thedistributor's network purses and prizes by the distributor and thedistributor's network; and advancing to a next predetermined level ofdistributor membership when the ranking of the distributor is above adistributor threshold value.
 5. A method for participating in an on-linesports competition on a computer network, comprising: registering as amember of an on-line sports competition organization; installing atleast one of software and hardware approved by the organization;registering an entry for the on-line sports competition in accordancewith at least one of the software and hardware requirements for at leasta first level of competition; training on the registered entry for anon-line sports competition in order to qualify for the first level ofcompetition; qualifying the registered entry for the first level ofcompetition by accumulating credits from training with the registeredentry; competing at the first level of competition with the first levelqualified and registered entry; qualifying for a second level ofcompetition by accumulating credits from racing at the first level ofcompetition; competing at the second level of competition with thesecond level qualified and registered entry; qualifying for a thirdlevel of competition by accumulating credits from racing at the secondlevel of competition; and competing at the third level of competitionwith the third level qualified and registered entry; and qualifying forgrand prizes by accumulating credits from racing at the third level ofcompetition, wherein the first, second and third levels of competitionrequire progressively higher levels of skill and competitive success,the schedule for the first, second, third and higher levels ofcompetition are pre-established, and the credits for the first, secondand third levels of competition progressively increase in value.
 6. Themethod of claim 5, wherein racing at the first, second and third levelof competition is by invitation only, wherein the invitation is based ona predetermined formula for selecting invitees.
 7. The method of claim5, wherein the credits are at least one of points, prizes and monetaryawards.
 8. A method for hosting a plurality of on-line sportscompetitions on a computer network, comprising; entering a plurality ofplayers that are competing on a same predetermined level with one in thecompetition according to overall rankings of each of the plurality ofplayers; starting current on-line sports competitions on at least one ofthe different levels of the competition rankings among a plurality ofsimilarly ranked players; predetermining a real-time interval to reportthe competitive position of each player in current on-line sportscompetitions for each of the plurality of players; reporting updates ofthe competitive position of each player to each of the plurality ofplayers competing with one another in the current on-line sportscompetitions within the predetermined real-time interval; and reportingfinal results of the current on-line sports competitions and updatingthe overall competition rankings for at least each of the plurality ofplayers competing with one another in the current on-line sportscompetition at a conclusion of the current on-line sports competitions.9. The method of claim 8, further comprising determining monetary prizesfor each of the plurality of players based on the final results of thecurrent on-line sports competitions.
 10. The method of claim 8, furthercomprising revising the overall rankings of each of the plurality ofplayers in the current on-line sports competitions based on the finalresults of the competition rankings.
 11. The method of claim 8, furthercomprising paying an entry fee for each of the plurality of playersbefore the start of the current on-line sports competition.
 12. Themethod of claim 8, wherein the overall rankings of each of the pluralityof players is based on at least one of current on-line sportscompetitions and past on-line sports competitions.
 13. The method ofclaim 8, wherein the monetary prizes are at least one of cash andcredits toward an entry fee in future on-line sports competitions. 14.The method of claim 8, further comprises communicating by voice witheach of the plurality of players at a same level of the competitionrankings during the current on-line sports competition.
 15. The methodof claim 14, wherein communicating by voice is provided by at least oneof Voice Over Internet Protocol, Instant Messaging and telephonicparty-line communication.
 16. A system for conducting on-line sportscompetitions in real-time comprising: at least one server computercommunicating over a computer network, said at least one serverconfigured to host a plurality of players of on-line sports competitionsand update competition rankings of the plurality of players in apredetermined substantially real-time interval; at least one computersubsystem with a memory communicating over the computer network, said atleast one computer subsystem with a memory configured to store data andprograms for access by an application program conducting on-line sportscompetitions, store data on the competition performance of a pluralityof players, and store data on overall rankings of each of the pluralityof players; and at least one client computer communicating over thecomputer network, said at least one client computer configured tointerface to current on-line sports competitions provided by said serverwhich updates the players competition performance in the predeterminedreal-time interval, and provides the players+ with their overall rankingwith respect to other players.
 17. An apparatus for participating inon-line sports competitions in real-time comprising: a client computercommunicating over a computer network to a server computer executing anapplication program for playing an interactive game, the client computerconfigured to interface to current on-line sports competitions thatupdate competition performance in a predetermined substantiallyreal-time interval; and hardware accessories for communicating with theclient computer and for playing the on-line sports competition, saidhardware accessories configured to provide each of the plurality ofplayers with a realistic interface to current on-line sportscompetitions.
 18. The apparatus of claim 17, wherein the hardwareaccessories are connected to the client computer by at least one of aparallel port, serial bus and USB bus.
 19. The apparatus of claim 18,wherein the hardware accessories are at least one of a joystick,steering wheel, clutch-brake-gas pedal assembly, gear shifters, racingseat, upgraded video screen, driver racing tub, and race car body. 20.An apparatus for conducting on-line sports competitions in real-timecomprising: at least one server computer communicating over a computernetwork, said at least one server computer configured to host aplurality of players connected through a client computer to saidcomputer network, said server computer having a game playing computerprogram for executing the steps of: starting an on-line sportscompetition on at least one level representing a competition ranking ofsaid plurality of players; predetermining a substantial real-timeinterval between updates of the player performance in current on-linesports competitions for each of the plurality of players; reportingupdates of the competition to at least each of the plurality of playerscompeting with one another within the predetermined real-time interval;and reporting final results of the on-line competition and updating thecompetition rankings for each of the plurality of players competing withone another in the current on-line sports competition at a conclusion ofthe current on-line sports competition.
 21. The apparatus of claim 20,further comprising a computer program for determining monetary prizesfor each of the plurality of players based on the final results of thecurrent on-line sports competitions.
 22. The apparatus of claim 20,further comprising computer program means for revising an overallrankings of each of the plurality of players in the current on-linecompetition based on the final results of the competition.
 23. Theapparatus of claim 20, further comprising means for accepting an entryfee for each of the plurality of players before the start of the currenton-line sports competition.
 24. The apparatus of claim 20, wherein theoverall rankings of each of the plurality of players is based on atleast one of current on-line sports competitions and past on-line sportscompetitions.
 25. The apparatus of claim 20, wherein the monetary prizesare at least one of cash and credits toward an entry fee in futureon-line sports competitions.
 26. The apparatus of claim 20, furthercomprises means for communicating by voice with each of the plurality ofplayers of the competition during the current on-line sportscompetition.
 27. The apparatus of claim 26, wherein the means forcommunicating by voice is provided by at least one of Voice OverInternet Protocol, Instant Messaging and telephonic party-linecommunication.